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Zombies!!! Definitive Variant v0.

1
Setup
Place the Town Square tile in the center of the table & place player pawns on the middle square.
Shuffle Helipad into Main Deck.
Keep weapons cards separate from event cards and shuffle event cards.
Deal 3 Event cards, Life Tokens And Bullet Tokens to each player.
Turn Overview
1.Draw up to three event cards
2.Movement Phase
3.Place map tiles (Exploration)
4.Movement Roll
5.After moving, roll a D6, you must move that number of zombies, one space each.
6.End of turn, you may discard one card from your hand. Play continues clockwise around the
table.
Placing Map Tiles(Exploration)
When a player moves to the edge of a Map Tile, that player draws a map tile and attaches it
where they stand. Players may need to draw multiple map tiles until a tile is chosen that fits.
Unused tiles are returned to the bottom of the Map Tile deck. When the tile is placed, map tiles

with "named" buildings immediately get the number of Zombies(Z), Bullets(B) and Life(L)
tokens. All tokens must be placed inside the building squares and not on the street.



Helipad Placement
If the helipad is the next tile drawn, the player with the highest zombie count chooses where it is
placed
Movement Rules
You may choose not to use the entire movement amount. You must stop and fight if you move
onto a space occupied by a zombie, you may then continue movement. At any point during
movement you may stop and make a ranged attack, you can then continue with your movement.
If you move onto a space containing a life or bullet token and no zombie, the token is
immediately added to your collection. Zombies and players may move in and out of named
buildings only, and they must use the door spaces indicated. Each space may only have one
zombie on it at any time, ever.
Combat
Depending on your position you can make a melee or ranged attack
Melee

You can only attempt a melee attack if the target zombie is on the square that you are stood on.
Roll a D6, on a 4-6 the zombie is killed and added to your collection. On the roll of a 1-3 the
zombie has the upper hand and you must either, forfeit a life token and reroll (the zombie hits
you) or spend enough bullets to raise the roll enough to make it successful (you use your sidearm
to kill the zombie)





Ranged
Ranged attacks may be made on any zombie within line of sight. You may not target zombies
behind other units. Taking a shot costs one bullet. Roll a D6 and look at the table for outcome
1 Square 2 Squares 3 Squares 4+ Squares
1 MISS MISS MISS MISS
2 MISS MISS MISS MISS
3 MISS MISS MISS MISS
4 KILL MISS MISS MISS
5 KILL KILL MISS MISS
6 KILL KILL KILL MISS


Card Rules
There are two types of cards, Event cards and Weapon cards. See last page for complete list of
weapon cards.
Event Cards
Event cards may be played at any time.
You may only play one event card per round (From the beginning of your turn until the
beginning of your next turn)
When an event card is played, discard it.
Reshuffle the discard pile when the main deck is exhausted
Weapon Cards
The weapon cards are kept separate from the event cards. When inside a named building, if you
are not on the same square as a zombie, you may attempt to loot the weapon associated with that
building. Roll a D6. If you roll a 4-6, you have found the associated weapon and you may now
take it from the weapon pile.
The weapon is now placed in front of you face up (In your inventory). If you roll a 1-3, you
couldn't find the associated weapon and you cannot loot for the rest of your turn. You may
however make another attempt every subsequent turn. You may only have one weapon at a time.
If you acquire another, you may choose which to put in your inventory. The other goes back with
the rest of the weapon cards
Noisy Weapons

For zombie movement , if you have used a bullet during your turn, you roll a D6 as you normally
would, however you must move the zombies closest to you and they must move towards you
taking the quickest route. If two zombies are the same distance away you may choose which one
to move.
Victory Conditions
If at the end of your turn you are stood on the center of the helipad and you are not on the same
space as a zombie, you escaped the apocalypse(you win). You no longer need 25 zombies to win
the game.

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